Gameplay - Movement Archetypes
#21
Posted 02 July 2013 - 01:33 PM
#22
Posted 02 July 2013 - 01:46 PM
fleshwoundNPG, on 02 July 2013 - 12:04 PM, said:
Like the concept, not the execution.
This. I'm in a jenner, running rings around my target, hit a tiny crater lip and come to a dead stop - obviously this results in death.
Make an immediate pass on all the maps to smooth this out.
#23
Posted 02 July 2013 - 01:51 PM
The game may be more realistic now, but 45° should not be a problem for a Mech of any weight class since they have legs not wheels or treads.
The slower moving speed while climbing is reasonable and a nice idea, but it should not be so strict.
And of cause there is the thing with getting stuck on any little rock or piece of dirt on the ground -> extremly annoying.
#24
Posted 02 July 2013 - 01:51 PM
On river city the upper city base is too well fortified. There needs to be more points of egress on to the upper levels of the canyon near both starting point on canyon network. The geo along the ridges all over Alpine Peak need to be smoothed over because they are inconsistent in where you can and can not pass or climb over.
Aside from that I' really enjoying the changes. I'm seeing more mediums on the field and that's a good thing.
Edited by Raso, 02 July 2013 - 01:51 PM.
#25
Posted 02 July 2013 - 02:02 PM
MY QUESTION: IF I have to walk slowly up a slope, why don't i get a speed boost walking down the same slope? EAH EAH TELL ME THAT ONE!
#26
Posted 02 July 2013 - 02:03 PM
#27
Posted 02 July 2013 - 02:08 PM
The Scotsman, on 02 July 2013 - 02:03 PM, said:
This. Player feedback is one of the most important commandments of game design.
You guys need to do a texture pass on all maps to make it more explicit, slow the rate of deceleration, and/or maybe make a 15kph minimum speed on surfaces less than 55 degrees
#28
Posted 02 July 2013 - 02:16 PM
The worst part is you can't even see them..
So the only thing I would like fixed is how you interact with small but "bumpy" objects as they should either explode or get out of the way, instead of slowing you down.
#29
Posted 02 July 2013 - 02:19 PM
I mean...a 45 degree angle is not steep. At all. So what gives?
#30
Posted 02 July 2013 - 02:23 PM
#31
Posted 02 July 2013 - 02:30 PM
Mazgazine1, on 02 July 2013 - 02:16 PM, said:
This made me laugh...TRUE, but made me laugh...
#32
Posted 02 July 2013 - 02:39 PM
Movement up a hill should be based on tonnage. Not on size of mechs. There is no wind friction/drag force. So how big the mech is should not matter. (especially in this game, where there doesn't seem to be a correlation between tonnage and size)
The only important forces involved is mass (tonnage) and friction, which i'm sure they can use an arbitrary number that feels right for now.
But even if they don't use the actual formula they could at least base incline movement on tonnage rather than dimensions
Edited by Tennex, 02 July 2013 - 09:28 PM.
#33
Posted 02 July 2013 - 02:39 PM
#34
Posted 02 July 2013 - 02:47 PM
i suppose the really big issue to me is how un-natural it feels.like someone saw you sneaking around where you shouldn't be and suddenly grabbed your arm to hold you back.
love the new sound of LRMs crashing into your armour. wish i hadn't heard it though.
#35
Posted 02 July 2013 - 02:48 PM
#36
Posted 02 July 2013 - 02:49 PM
bindletorc, on 02 July 2013 - 02:47 PM, said:
i suppose the really big issue to me is how un-natural it feels.like someone saw you sneaking around where you shouldn't be and suddenly grabbed your arm to hold you back.
love the new sound of LRMs crashing into your armour. wish i hadn't heard it though.
if they actually used physics formulas to simulate it it wouldn't feel so awkward.
I hope this is a placeholder
Edited by Tennex, 02 July 2013 - 02:50 PM.
#37
Posted 02 July 2013 - 02:53 PM
#38
Posted 02 July 2013 - 02:54 PM
#39
Posted 02 July 2013 - 03:02 PM
Well oki, Reework of some locations is needed, indeed. But iam sure you Guys at PGI know this.
#40
Posted 02 July 2013 - 03:07 PM
http://en.wikipedia...._laws_of_motion
Edited by keith, 02 July 2013 - 03:11 PM.
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